Endzone 2 is a post-apocalyptic survival colony builder, where you embark to secure humanity's survival after a cataclysmic disaster. Discover and repopulate the last habitable grounds, while the survival of your people hinges on your wits, foresight, and resilience in a harsh and unforgiving world.
Survivors,
it’s time to embrace a new dawn in Endzone 2 with our first major update! This transformative update introduces powerful new technologies to your settlements. Harness the energy of the elements with Wind Turbines, Solar Power Systems, and more as you connect buildings using Power Poles and Relay Stations, igniting a new era of resource management and community growth.
But the journey doesn’t end there! Revitalize the world around you by upcycling valuable ruins, including coal and copper mines, to reclaim essential resources for your survival and jump start your efforts to restore human civilization.
Join us in this electrifying adventure as you power your settlements and define what it means to thrive in Endzone 2! The future is bright—let’s illuminate it together!
[i]Please note: Some voiceovers are still being finalized and will be added in future updates. Thank you for your understanding as we continue improving your experience.[/i]
Also, here's a visual-treat for your to enjoy: The Electricity & Upcycling Update Trailer
[previewyoutube=1vSOsshX3Qg;full][/previewyoutube]
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[list]
[*][b]Audio:[/b] Added new score for zones & badlands.
[*][b]Buildings:[/b] Added Steelworks building to create steel.
[*][b]Buildings:[/b] Added Coalmine building to produce coal without burning wood.
[*][b]Electricity:[/b] Added new resources (Steel, Transformer, Cables).
[*][b]Electricity:[/b] Added new building to create electricity resources (Electronics Workshop).
[*][b]Electricity:[/b] Added electricity-generating buildings (Wind turbine, Solar power system, Biogas plant).
[*][b]Electricity:[/b] Added electricity-storing buildings (Battery).
[*][b]Electricity:[/b] Added Power poles to connect eligible buildings to electricity.
[*][b]Electricity:[/b] Added Relay station as the central hub for electricity distribution.
[*][b]Electricity:[/b] Added new analytics view for monitoring electricity.
[*][b]Electricity:[/b] Added lights and emissives to buildings connected to electricity.
[*][b]Electricity:[/b] Added new buildings that require electricity to function (Steelworks, Water pump).
[img]{STEAM_CLAN_IMAGE}/44535526/ceec080a29089207e259911972d6411c55565049.gif[/img]
[*][b]Expeditions:[/b] Added 3 new expeditions (Church, Transformer Station, City Shops).
[*][b]Localizations:[/b] Added all-new & full ITALIAN localization.
[*][b]Main Menu:[/b] Added a session restart button.
[*][b]Missions:[/b] Added several side missions involving upcycleable ruins in zones.
[*][b]Missions:[/b] Added events triggered when a zone dies.
[*][b]Missions:[/b] Added 2 missions related to electricity.
[*][b]Missions:[/b] Added 2 new unlock missions for vehicles and fog of war reveal.
[*][b]Settlers:[/b] Settlers now display several individual stats.
[*][b]Settlers:[/b] Now playback Voice Overs, if you click on them.
[*][b]Tutorial:[/b] Added a new tutorial to explain electricity.
[*][b]Upcycling:[/b] Added 8 different types of ruins across zones that can be restored (Coal mine, Copper mine, Iodine mine, Iron mine, Lead mine, Houses, Wind turbine, Warehouse).
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[list]
[*][b]Audio:[/b] Ensured current voiceovers stop before starting new ones to avoid overlapping audio.
[*][b]Buildings:[/b] Fixed (de)activation button and RPM display for non-worker buildings.
[*][b]Buildings:[/b] Fixed houses no longer being filled with children first.
[*][b]Buildings:[/b] Fixed missing windows for the graveyard.
[*][b]Camera:[/b] Fixed camera positioning for loaded savegames.
[*][b]Environment:[/b] Fixed several shading errors for environment assets.
[*][b]Expeditions:[/b] Fixed error when attaching wheels to the bus in the respective POI.
[*][b]Expeditions:[/b] Fixed issue with Brewery POI.
[*][b]Expeditions:[/b] Fixed inventory not updating correctly.
[*][b]Expeditions:[/b] Fixed several bugs in greenhouses.
[*][b]Expeditions:[/b] Fixed wrong dialogs in Apartment Building POI.
[*][b]Expeditions:[/b] Fixed error with Bridge POI where a settler could glitch through non-walkable areas.
[*][b]Expeditions:[/b] Prevented several POIs from being unreachable if a vehicle was parked too close.
[*][b]Expeditions:[/b] Fixed UI-related errors during expeditions.
[*][b]Expeditions:[/b] Fixed several wrong localization keys.
[*][b]Map generation:[/b] Fixed a rare error that could occur during map generation.
[*][b]Minimap:[/b] Fixed pings not disappearing for the entire game session.
[*][b]Minimap:[/b] Fixed toggling through resource slots via the minimap.
[*][b]Notifications:[/b] Fixed error when clicking on corpse notifications.
[*][b]Session:[/b] Removed duplicate entry in session creation options.
[*][b]Statistics:[/b] Properly reset analytics UI color.
[*][b]System:[/b] Fixed several memory leaks.
[*][b]System:[/b] Fixed color decoding to full 0-255 range.
[*][b]UI:[/b] Fixed several localization issues.
[*][b]Zone:[/b] Fixed resource slots not appearing when discovering a zone.
[/list]
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[list]
[*][b]Badlands:[/b] The scrapyard now produces more scrap.
[*][b]Buildings:[/b] Changed building category order.
[*][b]Buildings:[/b] Hospital and Pharmacy can now be unlocked earlier.
[*][b]Buildings:[/b] Buildings now display the distribution of settlers and where settlers live.
[*][b]Buildings:[/b] Several balancing changes.
[*][b]Buildings:[/b] Drought influenced buildings are no longer influenced by sandstorms.
[*][b]Buildings:[/b] Tooltips for production buildings now display the resource per minute value for each produced resource.
[*][b]Expeditions:[/b] Added a lot of electricity-specific loot (transformers & cables) to existing POIs.
[*][b]Expeditions:[/b] Leaving an expedition at 100% now moves all uncollected items to the POI's inventory.
[*][b]Main Menu:[/b] Added demo sound effects for different audio volumes in the options menu.
[*][b]Main Menu:[/b] Toggle items can now be toggled by clicking on the background.
[*][b]Map Generation:[/b] Coal slots can now spawn in sector 1.
[*][b]Map Generation:[/b] Several changes to map layouts.
[*][b]Minimap:[/b] Zone colors have been tweaked, so they can be recognized more easily on the minimap.
[*][b]Missions:[/b] Storage missions now require at least 5 houses in a zone to trigger.
[*][b]Notifications:[/b] Improved trigger conditions for hungry and thirsty settler notifications.
[*][b]Notifications:[/b] Notifications are now visualized with a settler count underneath.
[*][b]Notifications:[/b] Implemented settler count notification for homeless settlers.
[*][b]System:[/b] Changed the loading bar when creating/loading sessions to show different states and percentage-based progress.
[*][b]System:[/b] Moved auto-saving info to the center of the screen.
[*][b]System:[/b] Reduced boot-up loading times.
[*][b]System:[/b] Reduced session loading times.
[*][b]System:[/b] Updated loading screen with new screenshots.
[*][b]UI:[/b] Placing the Town Center now automatically places roads around it.
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[i]Your Teams from Gentlymad & Assemble | 0.8.9064.29449 #ef353c15d[/i]
[img]{STEAM_CLAN_IMAGE}/36095472/54a023f03a740c71dee4e51699201190f49488ef.png[/img]
https://store.steampowered.com/app/2144640/Endzone_2/
[h3]We’d love for you to join us on [url=https://discord.com/invite/worldofendzone]Discord[/url], where you can easily share feedback and engage in discussions with other players and the team.
It's our main platform, and your input would be really valuable there!
So come say hello :)[/h3]
[url=https://discord.com/invite/worldofendzone][img]{STEAM_CLAN_IMAGE}/44535526/b3b674a1b3b1f3b00149a94f1455ec2e1ecbc150.png[/img][/url]